Normal Maps are not transferring from Maya correctly

I generally use xnormal. It’s a free program and bakes better normal maps than Maya or blender. Using a 3d softwares internal map will always generate a result that looks good in its own program but can cause problems when exporting. Some problems that occur when baking normal maps can be that your angles are not steep enough. Rounded edges do not bake well like the sides of the cube object. That could account for the wierd artifact showing up. It’s trying to map that curve on both sides of the edge. I don’t know the Maya equivalent, but in blender if you put an edge split on a seam it will bake properly. That setup isn’t always ideal when you are uv mapping a model so the alternative is xnormal. It always generates a constant result and has been around for a long time. Give it a shot. BTW if the green channel was not flipped the normal map would appear inverse so that is not the problem.

When I import objects from Maya into Unreal the normal maps don’t seem to work correctly. Yet they work fine in Maya.

It looks as though it’s treating the normal map with “Object Based Normals” instead of “Tangent Space Normals”.

Anyone seen this this before? below are images of what it looks like in Maya and what it looks like in unreal. Note: I have flipped the green channel

80389-capture1.jpg

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80391-capture.jpg

80392-capture4.jpg

Hi!

Maya uses other direction of the coordinate axes and you must to fix this inside UE4. Open your texture in Texture Editor in UE4 and enable Flip Green Channel parameter.

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Thanks, I have already tried that and it’s still playing up- The image provided is after I have Flipped the Green Channel

Thanks, Ill try out xnormal :slight_smile: